I found that this makes for an accurate 3DS max model, once imported into UED no scaling is required.
Friday, October 31, 2008
Thursday, October 30, 2008
Wednesday, October 29, 2008
Monday, October 27, 2008
Sunday, October 26, 2008
SiteModelMAX
Thursday, October 23, 2008
CirculationSimulation
Testing different circulation methods.
Lifts allow for efficient vertical circulation, the only draw back is they are in a fixed location.
A lift that comes to you would be useful for transporting patients to various specialist rooms.
It reduces the risks involved with pushing a patient around, and frees up pedestrian circulation.
Circulation Simulation from Jason Tan on Vimeo.
Wednesday, October 22, 2008
Tuesday, October 21, 2008
Shadows-UT3
Hei peeps the following is a short tutorial describing how to get shadows to work for cooked packages.
1. Do not 'add actor as static mesh' AddActor as 'mover:StaticMesh.......'
2. Open up it's properties and within
DynamicSActor/LightEnvironment/
LightEnvironmentComponent
check bEnabled, as pictured.
3.Ensure the light ur using has the
'CastShadows' box checked,
and Bcastcompositeshadow. If
you don't check the last box the
mesh will still cast a shadow but the
shadow direction will not be affected
by the static lights position. It will
simply put a shadow below the mesh.
6. Pictured is the mesh
casting shadows in a
Death Match in game.
Walah
Friday, October 17, 2008
Wednesday, October 8, 2008
Cameras-UT3
Hei dudes and dudets check out this link, it allows cameras to placed anywhere in game for UT3 could be very useful for us.
Tuesday, October 7, 2008
BENV2421
Revit mass model files:
http://hosted.filefront.com/jaydik/
http://hosted.filefront.com/jaydik/
http://hosted.filefront.com/jaydik/
http://hosted.filefront.com/jaydik/
Friday, October 3, 2008
Draft 2
TEST ONE
Hypothesis
"Architecture that bleeds...and even breaks"
A persons threshold for pain increases as the difficulty and risk of an activity increases
The test consisted of a typical game scenario, where there was a goal(to get to the end), it had a 'fun' factor (getting past the obstacles), and subjects were learning.
Subjects had to jump from rail to rail from start to finish, ramps and platforms were provided if you were to fall off. As the you progress further down the series of
ramps and platforms began to fall away underneath you exposing increased risk through height, and the difficulty increased as the rails and ramps decreased in width and
shifted positions to the left or right of the previous rail.
The pain threshold being measured by their patience to continue trying to finish the level.
The test also had to be completed on two levels, level one on foot and level two using the hover board.
The types of subjects chosen were not familiar with PC gaming therefore had no skill or knowledge of the gaming engine. This created a level playing field and allowed
their skill levels to be built upon with each failure.
On level one only 2 out of 6 managed to make it to the finish line and with the hover board no one was successful.
By observing their reactions to the tests it was evident that as their skill increased so did the expectation to complete the test. With each failure came a disappointed sigh
or curse.
As the subjects continued to complete the test, their confidence increased and they sped through sections of the level they had mastered,
as their skill increased so did their speed in reaching the goal, not bothered if they fell off and had to start from the beginning again.
On the basis that patience was a measure of pain, two if the subjects pain threshold increased as their skill increased and continued to make it to the
finish line.
Level two, the hover board challenge, proved that everyone had a limit. The increased difficulty with the hover board proved too 'pain full' for
all involved.
TEST TWO
Hypothesis
"Architecture should be .....repelling"
Certain patterns whilst lying down on a moving gurney can cause nausea and or make the patient uncomfortable.
A series of gurneys were set up with a ceiling above, on the underside of each ceiling there was a pattern/texture. The patterns/textures were limited to 2D
lines so that the test subject could not associate it with any particular material, such as brick, concrete and so on. The subject jumped onto the gurney and
laid down facing the ceiling in first person.
The results showed that patterns that consisted of horizontal lines were extremely irritating to the subjects, especially the rainbow coloured lines. Forcing
most to blink their eyes continuously or look away from the screen.
The narrow curved lines on a black background seem to be quite mesmerising, creating varying patterns as the gurney changed speeds.
Diagonal black and white squares seem to be acceptable, black and white curved lines made all feel uncomfortable and dizzy.
Another key factor was the proximity of the ceiling to the gurney, the ceiling were placed at approximately 3metres above.
Horizontal lines and varying colours proved to be the most irritating and most likely to cause nausea, vertical lines are acceptable as they don't create motion patterns.
From this test surfaces that the gurney will travelling under should be plain with no patterns, fittings such as lights shall be vertical and possibly tied in with vertical lines
to create a continuous vertical surface.
TEST THREE
Hypothesis
"Architecture should be..... hard, angular"
Larger scale ramps will provide greater satisfaction due to the increased risk factor.
The test was set up in context to allow subjects to 'hover board' around on the various ramps. Each ramp providing a different opportunity
to perform a trick/stunt.
Subjects had to build up their skill level with the hover board before attempting to ride the larger ramps.
The results had no significant pattern as some enjoyed the smaller ramps others the larger ramps.
The Architectural response will be a variety of ramps interconnecting the various levels.
Draft2.0 from Jason Tan on Vimeo.
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